

                             POMARJ version 1.2 (Modified after Agricola's comments)

                          A scenario based on TSR and Gary Gygax's AD&D Role Playing Game

			And specifically a long lasting campaign set in the world of Greyhawk

				For Civilization II MPGE

                             	By Cyrion and friends

                          		November 2005

                      


                                      CONTENTS

                                   1.	Installation
                                   2. 	Background
                                   3.	Designer's Notes
                                   4.	The Players
                                   5.	Units
                                   6.	The Game
                                   7.	Tech Tree
                                   8.	Credits
                                   9.   Feedback


1. INSTALLATION

I can only guarantee you that this scenario will work with MPGE. I cannot guarantee that it works with Fantastic Worlds or CiC. The size of the events file might be a problem with those versions, as it is quite full. And without the events file, the scenario is not worth playing (and won't work properly)... . 
Create a folder under the Scenario directory, call it "Pomarj" or whatever, and move all the unzipped files in.


2. BACKGROUND

This scenario is based on the Greyhawk world developed by TSR many years ago for the AD&D role-playing game.

It all began about 20 years ago with an AD&D campaign that lasted for over 12 years, from 1985 to 1997 approximately. And even if my long time friends are no CIV II addicts (but yes, they are still friends nonetheless ), I wanted to use the context I adaptated/created as a DM in a Civ game! What you see here is the result of this yearning.

Pomarj is a peninsula in the medieval/fantastic world of Greyhawk. The Pomarj province was invaded by humanoids (orcs, ogres, trolls, ...) about 30 years ago. Most of the humans and demi-humans (dwarves, elves, hobbits,...) were killed or enslaved, the others fled.

The son of one of the ruling lords who was killed during the invasion has gathered a few long time friends and fellow adventurers (devious wizards, mighty warriors and so on) and together they have been regrouping what remains of the refugees' families, mercenaries, and those looking for a new "land of opportunity", as well as some support from the neighbouring kingdoms.

Now is the time to launch the "reconquista"...


3. DESIGNER'S NOTES

This is my second scenario (what? you haven't played Discworld? shame on you!!), and it is rather different from the usual CIV II scenario!

So here I listed some of the more obvious differences:

- City building: as you'll never be able to build "settler-like" unit but will only gain some via events, you won't be able to build many cities in this game (no, I still don't like managing huge empires...)! And even if you prove a really able conqueror, you will never have much more than 30 cities.

- Playable sides: Pomarj is a stricly SP game where the only playable side is the one trying to reconquer the province: the Free Men.

- Unit building: you'll be able to build a few (rather weak) units, but the interesting ones will be gained by tech discovery triggered events (inspired by Spanish Civil War by Pablostuka)! So to receive those units, you'll need to progress along the tech tree.

- Shields: yes, I know, a few shields are not applied to their rightful "original" nation... Who cares??


4. THE PLAYERS

There are 7 nations, each with a specific role! From those, ONLY the Free Men are intended for play!

4.1 The Free Men 
They are the scenario's protagonists, the only playable civ. They represent the humans and allies led by Fingolfin and trying to reconquer Pomarj.
They have no city to start, but are poised to take Blue soon! 

4.2 The Humanoids 
They are your enemies; they represent the loose alliance of creatures currently occupying Pomarj. You are always at war with them.
You can only win by destroying them!  

4.3 The Kobolds 
The Kobolds are small Humanoids occupying a few cities in Pomarj. At start, they are at peace with both you and the Humanoids. Yours is the choice between attacking them, or keeping peace with them.
There are 2 ways of interacting with them (apart from attacking them):
- if you research Kobold Weapons, they'll be able to build Kobold Bowmen (representing Weapons delivery + training from the humans to the Kobolds)
- if you research Kobold Alliance they'll attack the Humanoids, effectively helping you!

4.4 The Suloise 
They represent an old Suloise tribe who have been petrified for centuries and will be freed at the same time as the Last Stand army. 
Their city is already on the map but enclosed by impassable units, and so they won't interact until the Twisted Forest is destroyed.
After that, they'll probably attack you after a while. Their units are really powerful... 

4.5 The Wild Coast 
They have the city of Elredd on the north of the map and have no mobile units (but invincible defence ones); the only interaction possible with them is trading with Elredd (REALLY lucrative)

4.6 The Barrier and Evil Allies 
Those 2 civs are there only for "mechanical" purposes. You can't interact with them, except destroying the Evil Allies units (Stone Dam and Twisted Forest).


5. UNITS

5.1 In general 
You start with an interesting amount of units! Hoard them, as gaining other will be difficult!
Only a few (weak) units are buildable (once the related techs have been researched), but most of your reinforcements will be gained via events: once you research some techs, units will be created in Blue or elsewhere.

5.2 "Settlers" 
There are 2 settler types:
- the Refugees (settlers): families coming to settle in Pomarj
- the Pioneers (engineers): military engineers from Urnst, with an appropriate defence 

Only the Refugees can be used to build cities, but they are a rare (unbuildable) commodity; the Pioneers can be built once the related tech has been discovered, but building cities with them IS NOT ALLOWED!

5.3 Heroes 
You start the game with 4 really powerful units: the heroes leading the army!
Those heroes (Fingolfin, Oberon, Finvil and Wilfried) are extremely strong but in no way invincible, so be cautious with them: losing them early would mark your failure!
Each hero can be magically raised from the dead, but only ONCE!

5.4 "Diplomats"
There are NO diplomatic units.


6. THE GAME

6.1 Government 
At the beginning of the game, your government is Martial Law (Despotism); once you've taken Blue, you can research Pomarj Barony and switch to Barony (i.e. Monarchy); no other government changes are possible.
I highly recommend you go Barony really quick, otherwise your advance along the tech tree will be really slow, which could prove problematic...

6.2 Trade 
Many riches can be found on Pomarj. Once you can build Merchants, they can effectively be traded which will boost your economy and research!
The Free City of Elredd on the Wild Coast is a perfect destination for trade (many Wonders making it quite lucrative).

6.3 Blue
The port city of Blue is essential to the conquest; you should take it in the first few turns.
Once Blue is in your hands, never lose it to the humanoids, as it is where most events will create your reinforcements or raise your fallen heroes from the dead!

6.4 Strategy
There is no fixed strategy for this game, but a cautious advance seems to be the more reasonable alternative, as it would allow you to spare your (too rare) units!

But advance you must, because after week 300, the Humanoids will gain access to units which could well mean your doom...

6.5 Diplomacy
No negotiation is allowed between the civs! The only diplomtic relations possible are those with the Kobolds through tech research (see Kobolds above).

6.6 Victory conditions
The only victory condition is simple: destroy the Humanoids!

6.7 "Lying around units"
When exploring Pomarj, you might notice some units (or even the Suel City) enclosed by impassable units: it's because the event file is full and I couldn't put in it more Create units commands and so had to find a way around that...
So, should you come across them, ignore those units until they are freed (and then fight for your survival...)


7. TECH TREE

The various techs are divided in 5 categories explained here:

7.1 Military 
Symbol = Sword
Those techs create military units via events, allow the building of military units or are on the path to a tech doing that!

7.2 Applied 
Symbol = Wheel
Those techs create refugee units via events, allow the building of improvements or are on the path to a tech doing that!

7.3 Start 
Symbol = Book
Those techs are those you can't research, and are only used for the game mechanics. They are given to the correct civs from the start.

7.4 Twisted Forest 
Symbol = "Twis. Forest" text
Those techs are those on the path leading to the "un-petrification" of the Twisted Forest! 
This branch will culminate once the Horn of Iuz (created by the last tech from this branch) destroys the Twisted Forest, creating a huge army for you (about 15-17 units!)
More explanations about this Forest history can be found in the tech descriptions. 


7.5 Arepo 
Symbol = "Arepo" text 
Those techs form a branch ending with the arrival of many units (military and refugees) north of Elredd (about 9 units)
More explanations about Arepo history can be found in the tech descriptions. 


8. CREDITS

This project would never have reached completion without the inspiration, help or support from a great many people! Actually, this scenario is the result of great teamwork! 

The list below might not be exhaustive, so if I forgot someone, or if you recognize your work, please notify me and I'll credit you as you deserve! (and I apologize in advance for any omissions...).

The list is more by order of appearance than by importance!

- Mr Gary Gygax: for AD&D and the World of Greyhawk!!
- my RPG pals: Fred, Jacques, Martin, Cedric, Stephane, David, Jose, Nicolas, Michel, Mathieu
- All the people on Apolyton, and above all the friendly bunch from the Civ II sections. Thanks guys!! Your scenarios and comments helped and inspired me!
- curtsibling: for playtesting and all kinds of brilliant graphics (including Title screen);
- Agricola for very useful comments leading to v.1.2
- Fairline: for magnificent units;
- Arthedain: for ideas, support, units and playtesting;
- Boco: for his calc utility;
- Scouse Gits: for Hutfinder utility;
- Kobayashi: for various papers and advices;
- Sarsstock: for most of the flags;
- Pablostuka: for the inspiration provided by his Spanish Civil War scenario;
- N35t0r: for playtesting, ideas and suggestions;
- Darkcloud: for playtesting and ideas;
- rjmatsleepers: for playtesting and ideas;
- duke o' york: for playtesting and, above all, spell-checking!
- Uncle Dead Bird: for playtesting and ideas;
- Broken Erika: for the Refugee unit;
- CapTVK: for the Horn of Iuz unit;
- and techumseh, Tanelorn, Varwnos, Justinianum: for ideas and suggestions.

Most of the graphics have been "plundered" from scenarios around the web, or from various compilations! Should you recognize your work and want to be properly credited, please notify me and I'll gladly add your name!


9. FEEDBACK

For questions, comments notes or anything else, you can write me an eMail
to vfrache@hotmail.com
You can also write something in one of Apolyton's forums, on the scenario/creation forum for Civ II: http://apolyton.net/forums


 
